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Graphics Releases • Re: GIST - German industries set

Transport Tycoon Forums - Index page [Unofficial] March 11, 2026
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Thanks for the first feedback, that's really useful.

I'll check the funding price factors, these are definitely buggy.

Another thing. Grain-fed cattle? That's a bit strange, biomass could also be used here.. And the brewery doesn't produce alcohol, and there's also a pharmaceutical industry there, so alcohol would have more applications. The set is still in the early stages of development, but feeding cattle only grain and still having realism about mines is a bit strange to me.

The animal farm already produces biomass, so having it accept biomass would be an issue. I could see it accept biomass instead of producing biomass though. As for alcohol, the set already has 64 cargoes, no room for more.

To me seems faster ticks per production time, like less producing per time but more often (liked specially for high day length).

The industries produce in the same production timeframe as the default industries, nothing special there. Production is done every 256 ticks, which with default day length is about 8-9 times per month. I deliberately did not do that differently, because with the possibilities of day length values and industry production scaling you can have all sorts of weird side effects then.

I miss the stockpile info and production info on the industry window, what's max? It's more like ECS with "upgrades"? or it's 65k max and a fixed production? I like more in the ECS style with that type of info, saw some industries with and some without. Edit: I've read the docs again and found the stockpile and production answer, clever use, but could be added somewhere ingame for easier understanding.

I haven't looked at ECS in more than 10 years, could you elaborate a bit more what sort of info you'd like to see directly in game? The stockpile is simply 64k and that's that. Industry production then simply scales by what is currently stockpiled - the bigger the current stockpile, the bigger the current production.

I also like the idea of ​​gradual development. It's all the more disappointing that the brewery wants grain, but not fruit, which is offered when the winery is missing. It's clear that the set still wants to be fine-tuned. Yes, there is a limit of 64 types of cargo, which is probably why alcohol is missing to save one, the author should also find out when bricks have been made, brickmaking has been with us since the Middle Ages, again for the sake of realism. Or, if we don't have mines after a certain year, why don't we have brickyards from the beginning? This must be a bug.

A brewery creates beer, which in the context of the game is food. Last I checked, fruit is not used as input for beer production in Germany I don't really see what a winery would add, because it would turn fruit into food, and the set already has the food processor industry for that.

As for bricks, that has indeed been around since ancient times. However, the modern industrial brick making oven has only been invented in the mid 19th century. Also, it depends on coal, and coal mines in the set only become available in 1800. Yes, coal mining has been done way earlier than that, but again, industrial scale mining really started off only after the invention of the steam engine, which caused the demand for coal to skyrocket. So, I could change the brick works to become available from year zero and have it optionally accept coal to increase production, or change it such that it also accepts wood as firing material until say 1820.

Hmmm Oil Wells grows endlessly? I'm trying to find a max production... but still growing (with 80% station rating), down to 450y stock.... maybe it could be improved like add electricity to grow more (or some cargo derived from oil?) and work like coal mine, 2-3 upgrades, then need something to grow more, or just cap to some max.

At the moment oil well production can grow up to I think 64k per 256 ticks. Same for some other primary industries like ports. It only depends on how fast you can transport the produced cargo. Mines are optionally limited/capped depending on the availability of explosives, but that does not make sense for oil wells I think. A generic "engineering supplies" like FIRS is exactly what I don't want here, but I agree that not having a limiting factor is also odd. I see a few possibilities here: a) Adding an option to the set to simply limit the maximum production. b) Figure out what cargo may be required as supply, e.g. machine parts from the metallurgy extension (which are technically engineering supplies...). But then again: What do you do when this extension is not enabled? Similarly, without the production boost extension mines also have no limiting factor other than your transport capacity (with the "realistic" economy there's some more factors at play at least for coal and iron ore mines, but that's also not a generic solution). c) Change the way the industry reacts to transportation, e.g. you have to keep up the transport rating for x months and only then it increases e.g. twice a year at most. Right now the industries are rather quick in adapting their production levels, this might not be everyone's cup of tea.

Statistics: Posted by Uwe — 11 Mar 2026 18:06


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